The Units in Civilization VI use a "1 Unit Per Tile" system, but also adds a combined military system in which a normal arms unit can stack together with a support unit, such as a builder, settler, field medic, battering ram, missionary, siege tower, anti-tank or anti-aircraft unit (as well as others) to then protect the unit which would otherwise be left at the mercy of your foes. Beginning at the Industrial Era, two of the same units can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Additionally, in the Modern Era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked by researching (in the Civics tree) Nationalism and Mobilization, respectively.
Unit info[]
- Units Earn experience and will receive Promotions when they level up.
- Units can be renamed (after receiving a second promotion). A random name generator is available.
- Most infantry units have 4 figures at full strength.
- Non-unique units will have some Civilization-specific details and ethnically appropriate skin color.
Movement now requires that a unit has the full amount of movement points required to enter a Tile. So for example, if Warrior has a move of 2 but only 1 movement point left in a turn, it can't enter Hills (since Hills require 2 movement points). The change brings about an increase to the impact of Terrain on movement, because you'll now be forced to move first to rough terrain, since you won't be able to ignore rough terrain just by using your last movement point on it.
- Pillaging enemy Tile Improvements will heal units.
- Naval units are built as ranged and melee, and melee vessels can still attack Coastal cities.
- Some units (such as Settlers and Missionaries) become more expensive as you build or buy more of them.
- Support units get their own layer of stacking, while you can't have two support units in the same tile, they can be combined with military units, or civilian units, or trade units, and not interfere with the stacking.
List of units[]
→ See also: Support Units, Military Units and Religious Units
Civilian Units[]
Civilian Units | |||||
---|---|---|---|---|---|
Unit Name | Description | Move | Religious Str | Base Cost | Maintenance |
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May convert ![]() |
4 | 110 | 125 ![]() |
0 |
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Find and extract ![]() |
4 | 400 ![]() ![]() |
0 | |
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May create Tile Improvements or remove features like Woods or Rainforests. Builders can be used 3 times; this can be increased through policies or wonders like the Pyramids. | 2 | 50 ![]() ![]() |
0 | |
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May eliminate the presence of other Religions in their territory. | 4 | 75 | 50 ![]() |
0 |
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May convert ![]() |
4 | 100 | 50 ![]() |
0 |
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A late-game civilian who can create a single National Park to attract Tourists. | 4 | 800 ![]() |
0 | |
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May create new Cities. Reduces city's ![]() |
2 | 80 ![]() ![]() |
0 | |
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Performs secret missions in foreign cities and protects your cities from enemy Spies. | 4 | 300 ![]() |
4 ![]() | |
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May make and maintain a single ![]() |
- | 40 ![]() ![]() |
0 |
Land Combat Units[]
Unit Name | Description | Melee | Ranged | Move | Class | Base Cost | Maintenance | |
---|---|---|---|---|---|---|---|---|
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First Ancient Era ranged unit with a ![]() |
15 | 25 | 2 | 2 | Ranged | 50 ![]() ![]() |
1 ![]() |
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Modern Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. | 58 | 70 | 2 | 2 | Siege | 430 ![]() ![]() |
6 ![]() |
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Modern Era counter to cavalry class units. | 70 | 2 | Anti Cavalry | 400 ![]() ![]() |
4 ![]() | ||
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Renaissance Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. | 43 | 55 | 2 | 2 | Siege | 280 ![]() ![]() |
4 ![]() |
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Classical Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. | 23 | 35 | 2 | 2 | Siege | 120 ![]() ![]() |
2 ![]() |
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Fast-moving Industrial Era light cavalry unit. | 62 | 4 | Light Cavalry | 330 ![]() ![]() |
5 ![]() | ||
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Medieval Era ranged unit. | 30 | 40 | 2 | 2 | Ranged | 180 ![]() ![]() |
3 ![]() |
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Industrial Era ranged unit. | 50 | 60 | 2 | 2 | Ranged | 330 ![]() ![]() |
5 ![]() |
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Hard-hitting Ancient Era heavy cavalry unit. Gains 1 bonus ![]() |
28 | 2 | Heavy Cavalry | 65 ![]() ![]() |
1 ![]() | ||
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Fast-moving Atomic Era light cavalry unit. | 82 | 4 | Light Cavalry | 600 ![]() ![]() |
7 ![]() | ||
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Fast-moving Classical Era light cavalry unit. | 35 | 4 | Light Cavalry | 80 ![]() ![]() |
2 ![]() | ||
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Modern Era melee unit. | 70 | 2 | Melee | 430 ![]() ![]() |
6 ![]() | ||
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Hard-hitting, Medieval Era heavy cavalry unit. | 48 | 4 | Heavy Cavalry | 180 ![]() ![]() |
4 ![]() | ||
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Atomic Era ranged unit. | 65 | 75 | 1 | 2 | Ranged | 540 ![]() ![]() |
6 ![]() |
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Information Era melee unit. | 90 | 3 | Melee | 660 ![]() ![]() |
8 ![]() | ||
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Information Era cavalry unit that is fast and strong. | 90 | 4 | Heavy Cavalry | 680 ![]() ![]() |
8 ![]() | ||
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Information Era counter to cavalry class units. | 80 | 2 | Anti Cavalry | 580 ![]() ![]() |
8 ![]() | ||
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Renaissance Era melee unit. | 55 | 2 | Melee | 240 ![]() ![]() |
4 ![]() | ||
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Medieval Era melee unit that's strong against mounted units. | 41 | 2 | Anti Cavalry | 200 ![]() ![]() |
3 ![]() | ||
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Fast-moving Industrial Era recon unit. | 45 | 60 | 1 | 3 | Recon | 380 ![]() ![]() |
5 ![]() |
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Information Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. | 78 | 85 | 3 | 2 | Siege | 680 ![]() ![]() |
8 ![]() |
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Fast-moving Ancient Era recon unit. | 10 | 3 | Recon | 30 ![]() ![]() |
0 | ||
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Weak Ancient Era ranged unit. Better on attack than defense. | 5 | 15 | 1 | 2 | Ranged | 35 ![]() ![]() |
0 |
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Ancient Era melee unit that's effective against mounted units. | 25 | 2 | Anti Cavalry | 56 ![]() ![]() |
1 ![]() | ||
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Strong Classical Era melee unit. | 35 | 2 | Melee | 90 ![]() ![]() |
2 ![]() | ||
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Fast-moving Modern Era heavy cavalry unit that ignores zone of control. | 80 | 4 | Heavy Cavalry | 480 ![]() ![]() |
6 ![]() | ||
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Weak Ancient Era melee unit. | 20 | 2 | Melee | 40 ![]() ![]() |
0 |
[]
Naval Combat Units | |||||||||
---|---|---|---|---|---|---|---|---|---|
Unit Name | Description | Melee | Ranged | AA Str. | Move | Class | Base Cost | Maintenance | Era |
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Atomic Era naval unit that can transport 2 air units. | 65 | 3 | Carrier | 540 ![]() ![]() |
7 ![]() |
Atomic | ||
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Modern Era naval ranged unit. Provides cover from air and nuclear attacks up to 1 tile away. | 60 | 70 (![]() |
5 | Ranged | 430 ![]() ![]() |
6 ![]() |
Modern | |
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Fast Renaissance Era exploration melee naval unit. | 50 | 4 | Melee | 240 ![]() ![]() |
4 ![]() |
Renaissance | ||
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Strongest melee naval unit. Reveals submarines within sight range. | 80 | 50 | 4 | Melee | 540 ![]() ![]() |
7 ![]() |
||
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Renaissance Era ranged naval unit. | 45 | 55 (![]() |
4 | Ranged | 280 ![]() ![]() |
5 ![]() |
Renaissance | |
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Ancient Era melee naval combat unit. Can only operate on coastal waters until Cartography is researched. | 25 | 3 | Melee | 65 ![]() ![]() |
1 ![]() |
Ancient | ||
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Powerful Industrial Era armored melee naval unit. | 60 | 5 | Melee | 380 ![]() ![]() |
5 ![]() |
Industrial | ||
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Strongest ranged naval unit, available in the Information Era. | 70 | 85 (![]() |
85 | 4 | Ranged | 680 ![]() ![]() |
8 ![]() |
Information |
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Highly advanced Information Era ranged raiding naval unit that can be armed with nuclear weapons. Cannot be seen unless adjacent to it. | 80 | 85 (![]() |
4 | Raider | 680 ![]() ![]() |
8 ![]() |
Information | |
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Renaissance Era ranged naval unit with the ability to coastal raid. Cannot be seen unless adjacent to it. | 40 | 50 (![]() |
4 | Raider | 280 ![]() ![]() |
4 ![]() |
Renaissance | |
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Classical Era ranged naval unit. Can only operate on coastal waters until Cartography is researched. | 20 | 25 (![]() |
3 | Ranged | 120 ![]() ![]() |
2 ![]() |
Classical | |
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Modern Era ranged raiding naval unit. Cannot be seen unless adjacent to it. | 65 | 75 (![]() |
3 | Raider | 480 ![]() ![]() |
6 ![]() |
Modern |
Air Combat Units[]
Air Combat Units | |||||||
---|---|---|---|---|---|---|---|
Unit Name | Description | Melee | Ranged | Class | Base Cost | Maintenance | |
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First air combat unit, available in the Modern Era. | 60 | 55 (![]() |
Fighter | 430 ![]() ![]() |
6 ![]() | |
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First bomber unit, available in the Atomic Era. | 65 | 80 (![]() |
Bomber | 540 ![]() ![]() |
7 ![]() | |
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Atomic Era Biplane upgrade. | 80 | 65 (![]() |
Fighter | 540 ![]() ![]() |
7 ![]() | |
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Information Era Bomber upgrade. | 78 | 80 (![]() |
Bomber | 680 ![]() ![]() |
8 ![]() | |
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Information Era Fighter upgrade. | 90 | 75 (![]() |
Fighter | 680 ![]() ![]() |
8 ![]() |
Support Units[]
Support Units | |||||
---|---|---|---|---|---|
Unit Name | Description | AA Str. | Move | Base Cost | Maintenance |
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Ancient Era support unit. When adjacent to a city, attacking melee units do full damage to the city's walls. | 2 | 65 ![]() ![]() |
1 ![]() | |
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Industrial Era support unit. Can heal adjacent units. | 2 | 370 ![]() ![]() |
5 ![]() | |
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Medieval Era support unit. Can construct Roads, Forts, and Airstrip improvements. 2 build charges. | 2 | 170 ![]() ![]() |
4 ![]() | |
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Information Era anti-air support unit. Provides cover from air and nuclear attacks up to 1 tile away from the weapon. | 75 | 2 | 590 ![]() ![]() |
7 ![]() |
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Modern Era support unit. Adds +1 ![]() |
2 | 240 ![]() ![]() |
2 ![]() | |
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Classical Era support unit. When adjacent to a City, attacking melee units ignore Walls and immediately assult the city. | 2 | 100 ![]() ![]() |
2 ![]() |
Unique units[]
→ See also: Unique
Unique Units in Civilization VI | ||||||||
---|---|---|---|---|---|---|---|---|
Unit Name | Country | Description | Notes | Strength | Movement | Cost | ||
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America | American unique air unit that replaces the Fighter. Better attack against fighters, farther range, and earns experience faster. | Trivia: The insignia is of the "Red Tails" squadron of the Tuskegee Airmen. | 540 ![]() | ||||
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America | Replaces the Cavalry. Effective in Hills, and gains ![]() |
385 ![]() | |||||
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Japan | Samurai fight as if they were at full strength until they are completely destroyed. | Melee Strength: 48 | 2 | 180 ![]() | |||
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Egypt | Replaces Heavy Chariot. Receives bonus ![]() |
Melee Strength: 23 Ranged Strength: 33 Attack Range: 2 |
4 | 140 ![]() | |||
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China | This high-power, short-range unit doesn't require specific resources to produce. | Melee Strength: 30
Ranged Strength: 50 Attack Range: 1 |
2 | 160 ![]() | |||
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England | Gains a bonus fighting on foreign continents, and can disembark without using a ![]() |
Melee Strength: 65 | 2 | 340 ![]() | |||
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England | Seems to be a replacement for the Privateer. It can easily overcome weaker units and capture enemy ships. | Melee Strength: 40 Ranged Strength: 50 Attack Range: 2 |
4 | 280 ![]() | |||
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Aztec | Replaces the basic Warrior and can convert defeated enemies into Builders. This conversion ability works only against the units of other Civilizations, not Barbarians. | 28 | 2 | ? ![]() | |||
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France | Receives a combat bonus (+10) for fighting on the home continent, and Great General Points from kills. | Melee Strength: 65 | 2 | 340 ![]() | |||
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Brazil | Replaces Battleship but also is available earlier in the game. It has "improved defense and ranged attack" and requires the Nationalism Civic instead of a technology. | Melee Strength: 70 Ranged Strength: 80 Attack Range: 3 |
5 | 430 ![]() | |||
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Scythia | Does not require Horses. | Melee Strength: 15 Ranged Strength: 25 Attack Range: 1 |
4 | 100 ![]() | |||
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Germany | Seems to replace the Submarine. Has a lower production cost and receives a combat bonus (+10) in deep ocean. | Melee Strength: 65 Ranged Strength: 75 Attack range: 2 |
5 | 430 ![]() | |||
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Spain | Seems to be a Musketman replacement. +10 ![]() |
Melee Strength: 55 | 2 | 250 ![]() | |||
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India | Seems to replace the Horseman. Reduces the ![]() |
Melee Strength: 40 | 2 | 120 ![]() | |||
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Kongo | Replaces Swordsman. Receives a bonus to ranged defense, and does not require Iron. Woods and Rainforests do not slow them down or block sight. The name translates to "shield bearer" in Swahili. | 110 ![]() | |||||
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Norway | Norwegian unique unit. It costs one ![]() ![]() |
Does not replace any unit. Pillaging costs 1 ![]() ![]() |
Melee Strength: 40 | 2 | 180 ![]() | ||
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Norway | Norwegian unique naval unit that replaces the Galley. Can pillage enemy Coastal lands and capture civilians if adjacent using its coastal raiding ability. Can heal in neutral territory. | Replaces the Galley. Can heal in neutral territory. Maintenance: 1 ![]() |
Melee Strength: 30 | 3 | 65 ![]() | ||
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Rome | 110 ![]() |